To play:

Open Antioch Campaign Launcher.SC2Map in the editor. Press the Test Document button.

2.0.1495
The 2.0 release of Antioch Remastered contains significant improvements and changes. The most significant is support for Mass Recall v6, meaning users no longer must use an outdated version of Mass Recall. This update also includes numerous cosmetic updates, balances changes, and other miscellany. We hope that you enjoy!

0.9.862

Added 2-7 back into zip file.

Mod: Added new custom Mox model.

Mod: Removed mind control from dark archons.

All Maps: After claiming endlessly it couldn’t be done, actually bothered to ask how to make the AI stop rebuilding all of the time and implemented EivindL’s blindingly obvious answer in about fifteen minutes, most of which was spent waiting for maps to load.

1-1: Beating the map now advances to 1-2, rather than the main menu.

1-1: Probes have stopped being unable to stop.

1-7: Enabled victory conditions. Yep. That’s all we did. Sorry about that one.

1-8: The regenerated colony no longer attacks during its cutscene. You’re welcome.

2-1: Moved loader text to a position that makes it possible (though does not guarantee the fact) to read.

2-2: Prevented Mox’s forces from preventing the Roger Wilco cutscene from advancing, which prevented the map itself from advancing, which prevented the player from completing the campaign.

2-5: Enforced the No Swimming rule in the southern pool.

2-6: Reduced ending cutscene’s ability to melt graphics cards.

2-6: Allowed the player to progress to map 2-7 at the end of the map, rather than forcing her to play map 2-6 again.

2-7: Muted the music channel during the opening cutscene, even if the player has assumed control of New Antioch’s defenses.

2-7: You might be able to escape the opening cut scene, but you can no longer escape the dialogue by drowning it in music.

2-8: Mox now properly pursues his grudge against Gurney by sending attack waves.

2-8: Rather than ending the episode on a whimper, significantly increased the difficulty of the final section of the map.

2-8: After a romantic dinner, the opening Vespene geyser has cozied up to the Command Center.

0.9.661

Mod: Fixed mason's portrait when he sieges.

Mod: did some general clean up of the mod data entries.

Mod: Gurney is now using the special texture/model that Hammer was kind enough to make for us.

Mod: Turmalis' Psionic Chain Lightning now will not chain onto friendly units. (It can still be cast on them and will still chain to enemies if cast on them.)

Mod: Upon discovery that Khrillian loaded a second weapon onto his corsair we have reduced the effectiveness of them.

Mod: Fixed cutscene trigger that rendered many missions unplayable.

Multiple Maps: Fixed Nurohk's briefing portrait.

2-4: The tip about locking down the sentry bots is no longer a lie. Unlike the cake.

2-5: Captured and executed the missile turret atop the Koprulu Sector’s Most Wanted list, making this mission much less confusing. Alas, this likely prevents most players from doing a building drop.

2-5: In further efforts to make this mission less hilarious to watch other people play, we now make our reward of dropships quite clear to the player after the destruction of the fourth pirate base.

2-6: Shuttle can longer be killed in explosions. Well, at least not Vespene-related ones.

2-6: Nurohk, no longer shy, has turned his portrait so that more than his bubbles shows.

2-6: In the interest of letting the level be completed, heroes can no longer enter the shuttle.

2-6: Rather than have the player sit around aimlessly, we’ve added an objective to sit around aimlessly once you arrive at the outpost.

2-7: Taking control during the opening cutscene now makes the camera stop following Moloch.

2-7: Put even more safeguards in place to prevent camera locks if the Executor takes control of New Antioch's defenses.

0.4.647-fix (Mod)

Uploaded the correct file. Sorry I'm such an amateur...

0.4.647 (2-7 and Mod Hotfix)

Mod: Gurney is now using the special texture/model that Hammer was kind enough to make for us.

Mod: Turmalis' Psionic Chain Lightning now will not chain onto friendly units. (It can still be cast on them and will still chain to enemies if cast on them.)

Mod: Upon discovery that Khrillian loaded a second weapon onto his corsair we have reduced the effectiveness of them.

Mod: Fixed cutscene trigger that rendered many missions unplayable.

2-7: Taking control during the opening cutscene now makes the camera stop following Moloch.

0.4.619 (2-7 Hotfix)

2-7: Map is now playable.

0.4.613 (2-6 Hotfixes)

2-6: Nurohk, no longer shy, has turned his portrait so that more than his bubbles shows.

2-6: In the interest of letting the level be completed, heroes can no longer enter the shuttle.

2-6: Rather than have the player sit around aimlessly, we’ve added an objective to sit around aimlessly once you arrive at the outpost.

0.3.597

Mod: Corrected Anduin’s hero button.

Mod: Updated Nurohk's portrait to Fenix dragoon, since his twin is using Fenix Zealot.

Mod: Mox should stop talking over himself now.

All maps: Hid alliance button.

All Maps: Added decals to all factions.

Episode 2: Removed the other way that missions could auto-start.

Episode 2: Made all briefings play music.

Episode 2: Rather than make you suffer through Judicator Turmaaaaaaalis’s briefings in silence, we’ve re-enabled briefing music.

Episode 2: Corrected missing map version numbers.

1-7 and 1-8: Fixed psi cocoon field to dampen units as well as buildings.

1-8: Paused the regrown colony in the colony regrowth cutscene.

2-0: Rather than staying aloof, Rockwell now graces the captain’s forces with his presence.

2-2: Added a lighthearted cutscene of forgiveness for the first time the player murders a civilian. The second time, they get shot in the face, which has a cutscene, too. Oh, we lied about the “lighthearted” bit.

2-2: Because the player is the center of the universe, the trams now only travel if Mox had forces on the beacon at the end of the countdown.

2-2: Restored Quatto to a science vessel portrait again. We think. Maybe. Also gave him a scientist model.

2-3: As jayborino’s reward for beating this level so handily, we made it much harder.

2-4: Made the map a bit more difficult by adding a Scanner Sweep to the alarm sequence.

Mod: Should you fail to defend it, the Temple of Jepok no longer transforms into the Protoss Radio Tower when it dies.

Mod: Changed how N/T's ability works, now it can be a quick 25 dmg large aoe, or if you let it charge up first it will cause dmg over the entire time of the channel while restoring his shields, and then explode doing the 25 dmg.

Mod: Fixed N/T's attack animation again, perhaps this time for good.

Mod: The Emitter Scout was feeling left out on the abilities front so now he has the ability to create specialized emitter cannon's that use the psi dampener technology to buff the shields of nearby protoss while slowing nearby zerg, and also attacking any nearby enemy units.

1-4: Made some creepy adjustments, moved some bases around, added vespene to expansion, did a tango.

1-6: Removed a terrain object glitch. Yep; we’re having a great time over here.

1-8: Nurohk’s other twin no longer supplants Turmalis during the briefing.

2-1: The two Vespene geysers in the opening cutscene are self-actuated and perfectly capable of taking care of themselves. Therefore, the player no longer rescues them along with Nurohk’s forces.

2-3: Fixed the tech tree some more.

2-3: Decided that Turmalis’s crew were feeling far too secure, so they get in on the random waves of Zerg attacking them. First person to say it’s too hard gets ignored for 24 hours.

2-4: Restored yet another cutscene that Lucid Iguana disabled.

2-4: Added a hint about robots. If we told you what it was, it wouldn’t be a hint.

2-6: In yet another disappointing concession to playability, units may now enter the mining base, allowing the mission to be completed.

2-8: Made significant improvements to the terrain.

2-8: Losing all of your forces during the Protoss segment of the map no longer results in being trapped in purgatory. Instead, you lose the game.

0.3.483

Episode 2 is now in beta instead of alpha.

Mod: Did something that will either make Mox stop interrupting himself, or stop talking completely. We'll see.

Mod: Nurohk is no longer selected when group selecting dragoons.

Mod: Ian Anduin's ability Rev Engines now has a 5 vespene cost and a 10 second cool down instead of a 15 second cooldown and no cost.

1-9 and 2-0 have been updated with some new beautifications from wargirl.

1-7: The player must now build pylons in order to supply her army. We apologize for the inconvenience.

1-7 and 1-8: In a continued effort to defeat the Protoss, the Psi Cocoon now increases the cost of High Templar spells. It’s also draining Dragoons, though not by a random amount because reasons

0.3.435

General Proofreading has provided a thorow review of the mod.

Mod: Twins have had their buff abilities reduced slightly, and have had the duration reduced to 5 seconds.

Mod: Heroes have been toned down in general bringing them more in line with normal sc2 heroes.

Mod: Khrillian's disruption web no longer requires that the ability be researched.

Mod: Moloch's blink has been changed to a version of kerrigan's charge.

1-6: The seismic activity on Char has caused some geographic changes to Mt. Midnight. This has had the “unfortunate” side effect of making it significantly harder to built turret walls around the base. See https://www.youtube.com/watch?v=R6MlHxAzLXA for our further thoughts on this matter.

1-6: Tired of not posing a real challenge, the Zerg have decided to invite some Overlords to the party.

2-7: In the interest of our player’s sanity, provided an optional edited version of the opening cutscene, as well as the ability to assume control of New Antioch at any point in the conversation.

2-7 and 2-9 have been beautified by the wonderful Wargirl.

0.3.418

Mod: The twins have each gained abilities unique to them.

Mod: Ian got some new upgrades for his bike, including a spider mine creation system, this reduced his storage to 1, but he can now create a new one every ten seconds. He also installed some new engines that let him rev them up to increase his speed.

Mod: N/T now has a special ability.

Mod: Moloch took some cues from Zeratul and learned to blink.

1-7: Aiur's famed flying fishes have been driven to extinction by the Zerg.

0.3.401

Episode 2: For the sake of fidelity, all Episode 2 maps use the Terran briefing room, even though it doesn’t always make sense.

1-4: Gave the Zerg a shot of brain juice, making the opening section much more interesting and somewhat unpredictable.

1-8: Gave ghosts a bite of Alice’s biscuit, shrinking them down to normal size.

1-8: After another additional visit from the Department of Redundancy Department, the text alert that displayed a message when the Emitter Scout arrives and then displayed another message about the Emitter Scout arriving displays a message only once

2-3: After an embarrassing rout in Game 2 of the semifinal, the #3 Scion Defenders have fortified their base and expect no more trouble from #6 ranked Red Zerg.

0.3.371

Mod: Most heroes have had some of their Kool-aid taken away and are doing less damage. Some have also had their health and shields re balanced as well.

Mod: Since the heroes were feeling a bit inadequate after we toned them down we made them physically larger.

Mod: Actually added version number correctly this time.

1-4: The Zerg have wised up to Jayoborino's cheesy Arbiter tricks and now send Overlords along with their attacks.

1-4: Structures are no longer paused when switching camera bounds. Missile Turrets still are, however, to prevent camera switch shenanigans during air attacks.

1-5: Restored triggers to the map. Oops.

2-6: Rebuilt the minimap.

0.3.365

Mod: Actually fixed the firebats.

Mod: Added special abilites to Turmalis.

Mod: Made Rockwell the most electrifying siege tank in the sector.

0.3.362

Episode 2 is released! Thanks to everyone for their hard work on getting it out the door and playable. While Episode 1 is in beta release Episode 2 is still in beta and has not had anywhere near the testing that episode 1 has. We will be releasing both as one file/mod for the moment. This may change if Episode gets to release before we are ready to consider Episode 2 ready for release. Please keep testing and sending us your bug reports and feedback.

Mod: Fixed issue caused by Mox getting a new suit, now old firebats retain their texture's and icons and such.

0.2.350

Mod: Added several new hero models.

Mod: Banished Broodwar tech forever. Or at least, until episode 2, where it will certainly all work fine with no lingering headaches. Right? Right.

1-3: After a visit from the enforcers at the Department of Redundancy Department, merged together the hero survival objectives.

1-8: After dying the Psi Cocoon's colonies were too shy to come back out. We've given them extensive public speaking training to remedy the problem.

0.2.348

Mod: Fixed Moloch's permacloak tooltip.

Mod: Mox no long makes Firebat sounds in certain circumstance. I mean, he does make Firebat sounds, but his own kind of Firebat, but those other, lesser Firebats.

Mod: Added a version reporter to the mod, which appears directly under the minerals. We expect that we will frequently forget to update this.

1-5: For some reason, every object on this map was duplicated. We fixed that, so it now plays correctly, rather.

0.2.345

1-2: In our best impression of the Overmind, added a Spire so the Zerg can obey Team Antioch's orders to build Mutalisks.

1-3: Always an attention hog, Nannoth/Taeradun is now on-screen during his cutscene.

1-3: Weakened the Protoss structures, representing the inexorable tide of Zerg that has afflicted the province of Antioch. If that sounds familiar, it's because it didn't actually work last time we thought we did it.

1-7: The Zerg were having too good of a time rampaging on the Protoss, so we reduced the strength of their attacks.

0.2.327

Mod: Fixed the cutscene trigger so it correctly pauses the game once again.

1-4: The Mine Gate Bouncer has gotten significantly more picky about who she allows in and will now only open if greeted by Mox, Gurney, the Sensor Probe, and at least four Marine and two Ghosts.

1-5: Upgraded turret sensors, making them detectors.

0.2.324

Mod: Nannoth/Taeradun, having reached a new level of self-actualization, now has his own unit sounds.

Mod: Fixed an issue that prevented attack waves from functioning.

Mod: Added actions to empower the Psi Cocoon to disempower the Protoss.

Mod: Fixed a sneaky bug that was slyly making attack waves fail.

All maps: enabled briefing music.

1-1: Tethered rock doodads to the real world, making them impassable.

1-3: Added a few more attack waves to the Zerg, hopefully making the map more challenging.

1-3: Weakened the Protoss structures, representing the inexorable tide of Zerg that has afflicted the province of Antioch.

1-5: Addressed a few humorous but verisimilitude-breaking pathing issues.

1-5: Fixed rescue script to hand over first aid stations as well as Marines.

1-5: Fixed the stupid First Aid stations AGAIN.

1-7: The Psi Cocoon now weakens Protoss shields

1-8: The Psi Cocoon now cripples Protoss shields. It's up to the Terrans again, alas.

0.2.318

Patch Notes: Added Nannoth/Taeradun's attack fix to 0.2.299.

Mod: Fixed a tooltip or two.

1-4: Played matchmaker for the Zerg.

1-4: Added a tempting patch of rich minerals to the map. Also added some aggressive Zerg because greed is a sin and sinners will be punished.

1-4: The Sensor Probe can no longer build Protoss structures. We apologize, but the pathetic Terran meatsacks will have to do the job.

1-4: In a concession to the gamelike-nature of the campaign, units not within the camera bounds now pause, preventing your base from being sacked while you invade the Kel-Morian mine.

1-5: Removed a cruel trick that caused the First Aid station to replenish shields instead of health.

1-6: Ran out of ways to say "made computer players allies."

0.2.304

Mod: Default map speed change to "Fast." Team Antioch feels that playing on faster is a choice best left to individuals with freaky fast fingers.

General: At the request of Jayborino, maps no longer automatically start at the end of the briefing. This will no doubt engender complaints about the end of the briefing, a fact to which the Antioch team resigns itself much as a prisoner resigns him or herself to the inevitable fall of the headsman's axe, or as do the last drifts of snow to spring's first rays of sun.